I figure running your game past a couple of friends and family first never hurts, even with the fast games.
Quote from: YoshiMono on December 17, 2012, 10:05:24 amI figure running your game past a couple of friends and family first never hurts, even with the fast games.Nobody really has the time nowadays to sit and play games except for the ones who make them . If I had asked people to play it , then it would have slowed me down .
My past two games only took 1 week each to make , this time I'm going for somewhere between 6 - 8 months of work . I'm going to run the game by my family , friends etc. while it's in development . I'm aiming for something like SkullFace .
Quote from: ambidexterousgames on December 17, 2012, 09:10:26 amMy past two games only took 1 week each to make , this time I'm going for somewhere between 6 - 8 months of work . I'm going to run the game by my family , friends etc. while it's in development . I'm aiming for something like SkullFace .I'm really glad this game is having a positive effect on the stencyl community Honestly though, if you've only finished 1 week games before, i'd aim for a month long dev cycle. SkullFace was originally intended to be made in 2 weeks as a small game, but it ALWAYS balloons out of control for me when i get my teeth sunk into development It's hard to pinpoint what makes a game a "good experience", but i take a lot of design lessons from Fumito Ueda of team ico, namely: Design by subtraction. Less is more. Focus on the core, simple gameplay - and let everything else fall into place around that.
I would agree with Greg suggestion because no offence; at your age, you don't really have to worry about making 'products' which make money and stuff.. you will have a better experience learning different things by making shorter games, which focus on things you don't know or have not done..
@Greg: i thought ur icon was some zebras drinking water.. but today it looked like a skeletal bee or something.. what is it?